Core/GameObject: Activated world chests will now despawn after 5 minutes (#30269)

Co-authored-by: Kaytotes <kaytotes@users.noreply.github.com>
This commit is contained in:
CraftedRO
2025-02-16 20:56:32 +02:00
committed by GitHub
parent 939ca92ac8
commit de3ba5229f
3 changed files with 16 additions and 2 deletions

View File

@@ -2523,8 +2523,16 @@ void GameObject::SetLootState(LootState state, Unit* unit)
AI()->OnLootStateChanged(state, unit);
// Start restock timer if the chest is partially looted or not looted at all
if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0)
m_restockTime = GameTime::GetGameTime() + GetGOInfo()->chest.chestRestockTime;
if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED)
{
GameObjectTemplate const* goInfo = GetGOInfo();
if (goInfo->chest.chestRestockTime > 0 && m_restockTime == 0)
m_restockTime = GameTime::GetGameTime() + goInfo->chest.chestRestockTime;
// If world chests were opened, despawn them after 5 minutes
if (goInfo->chest.chestRestockTime == 0 && GetMap()->IsWorldMap())
DespawnOrUnsummon(5min);
}
if (GetGoType() == GAMEOBJECT_TYPE_DOOR) // only set collision for doors on SetGoState
return;

View File

@@ -4226,6 +4226,11 @@ bool Map::Instanceable() const
return i_mapEntry && i_mapEntry->Instanceable();
}
bool Map::IsWorldMap() const
{
return i_mapEntry && i_mapEntry->IsWorldMap();
}
bool Map::IsDungeon() const
{
return i_mapEntry && i_mapEntry->IsDungeon();

View File

@@ -419,6 +419,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
MapDifficulty const* GetMapDifficulty() const;
bool Instanceable() const;
bool IsWorldMap() const;
bool IsDungeon() const;
bool IsNonRaidDungeon() const;
bool IsRaid() const;